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-rw-r--r--assets/shaders/glsl100/instancing.fs77
1 files changed, 77 insertions, 0 deletions
diff --git a/assets/shaders/glsl100/instancing.fs b/assets/shaders/glsl100/instancing.fs
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+++ b/assets/shaders/glsl100/instancing.fs
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+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add your custom variables here
+
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 target;
+ vec4 color;
+};
+
+// Input lighting values
+uniform Light lights[MAX_LIGHTS];
+uniform vec4 ambient;
+uniform vec3 viewPos;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec3 lightDot = vec3(0.0);
+ vec3 normal = normalize(fragNormal);
+ vec3 viewD = normalize(viewPos - fragPosition);
+ vec3 specular = vec3(0.0);
+
+ vec4 tint = colDiffuse * fragColor;
+
+ // NOTE: Implement here your fragment shader code
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].enabled == 1)
+ {
+ vec3 light = vec3(0.0);
+
+ if (lights[i].type == LIGHT_DIRECTIONAL)
+ {
+ light = -normalize(lights[i].target - lights[i].position);
+ }
+
+ if (lights[i].type == LIGHT_POINT)
+ {
+ light = normalize(lights[i].position - fragPosition);
+ }
+
+ float NdotL = max(dot(normal, light), 0.0);
+ lightDot += lights[i].color.rgb*NdotL;
+
+ float specCo = 0.0;
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
+ specular += specCo;
+ }
+ }
+
+ vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
+ finalColor += texelColor*(ambient/10.0);
+
+ // Gamma correction
+ gl_FragColor = pow(finalColor, vec4(1.0/2.2));
+}